Hey Eco Citizens, today we release Update 9.5.3 addressing the following issues reported by players: Fixed: Contract escrow could end up not having the expected amount of currency to pay out contracts due to work parties having refunded their payments. Fixed: Tooltips didn't show the information line under the item name on where it can be crafted anymore. Fixed: The jump tutorial did not progress in worlds where the meteor was disabled. Fixed: Tooltips could show an exception instead of the expected information after being moved through categories in the store. Fixed: It was not possible to remove the content of a filter in civics once any entry was chosen due to the submit button disappearing when all items were unselected. Fixed: Scrolling in a list menu could lead to a different item than the actually selected one being chosen. Fixed: Glass was displaying 'milky' at night. Fixed: Trying to place a starter camp in an area where that is not possible could lead to empty deeds being created that got linked in chat. Fixed: Clicking the highlighted term "Currency Created" in the description of a law would crash the client. Fixed: The law trigger for completed work parties would trigger for every slot of the work party, no matter if that slot was actually filled by a player. Fixed: The ui for displaying server details in the server list didn't display correctly in all cases. Fixed: On some maps, specific areas could lead to the client crashing when entering. Fixed: Entering invalid values as custom stat for wages at registrar titles could lead to the server crashing and not booting anymore. Fixed: Hidden chat would become visible again when opening the construction menu. Fixed: Changing the resolution caused some border lines in the "Set Play Times UI" to disappear. Changed: Unowned objects are no longer automatically linked as storage. Added: User Marked Up names are now moddable. Added: The law trigger for completed work parties does now offer the amount of work added to the work party in calories.
[ 2022-06-24 08:46:57 CET ] [ Original post ]
Will you and your fellow builders collaborate successfully, creating laws to guide player actions, finding a balance that takes from the ecosystem without damaging it? Or will the world be destroyed by short-sighted choices that pollute the environment in exchange for immediate resource gains? Or, do players act too slowly, and the world is consumed by a disaster that could have been avoided if you developed the right technology? In Eco, you must find a balance as a group if the world is to survive.
A world-survival game
Eco is a survival game in a global sense, where it is not just the individual or group who is threatened, but the world itself. The world of Eco will be home to a population of thousands of simulated plants and animals of dozens of species, each living out their lives on a server running 24 hours a day, growing, feeding and reproducing, with their existence highly dependent on other species.Enter humans into this equation, and things get complicated. It is the role of players to thrive in this environment by using resources from the world to eat, build, discover, learn and invent. However, every resource they take affects the environment it is taken from, and without careful planning and understanding of the ecosystem, lands can become deforested and polluted, habitats destroyed, and species left extinct.
In the extreme, the food supply of the ecosystem can be destroyed, along with all human life on it, resulting in server-wide perma-death. Eco is a game where the player’s actions have meaningful consequences.
- Everything you do affects the ecosystem, and players can destroy their food supply and world (server-wide permadeath)
- Create a player-run government to make decisions as a group, proposing and voting on laws
- Use data gathered from the world to propose and vote on laws as a group. Debate with scientific argumentation.
- Create a player-run economy that allows you to sell not only good but services in the form of server-enforced contracts (simulating a player driven quest system).
- Your food level determines your skill-increase rate, making food very important and tying players directly to the ecosystem from which it comes.
- A game with goals higher than entertainment. We plan to build it for schools as an augmented classroom world students share.
- Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: NVIDIA GeForce GT 440 or AMD Radeon HD 5850 or Intel HD Graphics 4000 with 512 MBNetwork: Broadband Internet connection
- Storage: 2 GB available space
- Processor: Intel Core i5-2300 or AMD Phenom II X4 940 or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 570 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
- Storage: 2 GB available space
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